Motion sensing applications

ABSTRACT

A gaming device includes sensors, display, and an interface device. At least first and second sensors are operatively configured to provide position information of at least first and second points, respectively. The position information should be sufficiently accurate to distinguish the first point from the second point, such that the provided position information of the first point with respect to the position information of the second point provides enough information to determine motions of a user. The interface device is configured to couple the sensors to the user so that the motions of the user can be visually displayed on the display.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation-in-part application of co-pendingU.S. patent application Ser. No. 10/661,732, entitled “Remote ControlDevice Capable of Sensing Motion”, filed Sep. 12, 2003. Benefit ofpriority of the filing date of Sep. 12, 2003 is hereby claimed forcommon material, and the disclosure of the U.S. Patent Application ishereby incorporated by reference.

BACKGROUND

The present disclosure generally relates to motion sensing applications,and more specifically, to using GPS-based motion sensing in suchapplications.

Typically, electronic motion sensing has been configured with aplurality of accelerometers and at least one gyroscope to providetranslation motion readings on three axes, and roll, pitch, and yawreadings. This configuration can be used in various motion sensingapplications, including virtual reality applications and otherinteractive games.

Recently, several game developers (e.g., Sony Playstation) have beenusing built-in video cameras to optically capture and incorporate themotions of the player into the game. However, these motion sensingdevices using accelerometers and gyroscopes, or video cameras can becumbersome and expensive.

For example, to sense the motion of a player in an interactive game, themotion sensing device should be placed or worn on the body of theplayer. However, motion sensing devices configured with gyroscopes andaccelerometers can be relatively heavy and bulky to be placed or worn onthe body of the player. Further, motion sensing devices configured withbuilt-in cameras are relatively expensive and require complex softwareto interpret the captured motions into useable digital signals.

SUMMARY

A motion sensing device provides visual display of motions to a user. Inone aspect, the motion sensing device includes sensors, display, and aninterface device. At least first and second sensors are operativelyconfigured to provide position information of at least first and secondpoints, respectively, on the motion sensing device. The positioninformation should be sufficiently accurate to distinguish the firstpoint from the second point, such that the provided position informationof the first point with respect to the position information of thesecond point provides enough information to determine motions of themotion sensing device with respect to a visual axis of the user. Theinterface device is coupled to the display and the sensors, and operatesto transmit the motions of the motion sensing device to the display.

In another aspect, a gaming device includes sensors, display, and aninterface device. At least first and second sensors are operativelyconfigured to provide position information of at least first and secondpoints, respectively. The position information should be sufficientlyaccurate to distinguish the first point from the second point, such thatthe provided position information of the first point with respect to theposition information of the second point provides enough information todetermine motions of a user. The interface device is configured tocouple the sensors to the user so that the motions of the user can bevisually displayed on the display.

In a further aspect, a gaming method is disclosed. The gaming methodincludes providing at least first and second sensors to compute positioninformation of at least first and second points, respectively. Theposition information should be sufficiently accurate to distinguish thefirst point from the second point, such that the computed positioninformation of the first point with respect to the position informationof the second point provides enough information to determine motions ofa user. The gaming method also includes coupling the sensors to the userso that the motions of the user can be visually displayed.

BRIEF DESCRIPTION OF THE DRAWINGS

Different aspects of the disclosure will be described in reference tothe accompanying drawings.

FIG. 1 shows a motion sensing device according to an embodiment of thepresent invention.

FIG. 2 is a block diagram of a motion sensing device according to anembodiment of the present invention.

FIG. 3 illustrates a roll motion sensed by a motion sensing device inaccordance with an embodiment of the present invention.

FIG. 4A illustrates movement of a player's head on a screen in responseto the roll motion of the motion sensing device according to anembodiment of the present invention.

FIG. 4B through FIG. 4D illustrate movements of an entire display inresponse to the roll motion of the motion sensing device.

FIG. 5 illustrates a pitch motion sensed by a motion sensing device inaccordance with an embodiment of the present invention.

FIG. 6A illustrates visual displays for the pitch motion.

FIG. 6B through FIG. 6D illustrate movements of an entire display inresponse to the pitch motion of the motion sensing device.

FIG. 7 illustrates a yaw motion sensed by a motion sensing device inaccordance with an embodiment of the present invention.

FIG. 8A illustrates visual displays for the yaw motion.

FIG. 8B through FIG. 8D illustrate movements of an entire display inresponse to the yaw motion of the motion sensing device.

FIG. 9 illustrates a horizontal translation motion sensed by a motionsensing device in accordance with an embodiment of the presentinvention.

FIG. 10A illustrates visual displays for the horizontal translationmotion.

FIG. 10B through FIG. 10F illustrate movements of an entire display inresponse to the horizontal translation motion of the motion sensingdevice.

FIG. 11 illustrates a vertical translation motion sensed by a motionsensing device in accordance with an embodiment of the presentinvention.

FIG. 12A illustrates visual displays for the vertical translationmotion.

FIG. 12B through FIG. 12D illustrate movements of an entire display inresponse to the vertical translation motion of the motion sensingdevice.

FIG. 13A through FIG. 13C illustrate different implementations of themotion sensing device in accordance with various embodiments.

FIG. 14A through FIG. 14D illustrate different placements of the motionsensing device within the player's body.

DETAILED DESCRIPTION

Various embodiments are described for a motion sensing device that cansense five degrees of freedom motions, which may include roll, pitch,and yaw directional motions, and horizontal and vertical translationmotions. These motions can be illustrated on an electronic screen (e.g.,a TV screen or a computer monitor) of a game or simulation as movementsof an icon (e.g., an electronic depiction of a person) or as movementsof an entire screen. The details of applications using the motionsensing device are described below.

FIG. 1 shows a motion sensing device 100 according to an embodiment ofthe present invention. FIG. 1 also illustrates a block diagram of anexternal device 120 and a screen 122 that interfaces with the externaldevice. In one embodiment, the external device 120 is a computer. Inanother embodiment, the external device 120 is a television. In afurther embodiment, the external device 120 includes any driver that candrive a display device to graphically illustrate the movement of themotion sensing device 100.

In the illustrated embodiment of FIG. 1, the motion sensing device 100includes an antenna 110 and a corresponding electronic circuitry, whichare used to transmit or receive radio frequency signals to and from theexternal device 120.

In FIG. 1, the motion sensing device 100 is configured as a headset tobe worn on the player's head. The sensors 102, 104 of the device 100sense the movement of the device 100 with respect to axis 106 or 108 (anaxis that comes out of the page). In other implementations, a motionsensing device can be configured as any apparatus having a plurality ofsensors that can sense the movement of the device with respect to someaxis fixedly related to the vision axis of the player. These otherimplementations are described in detail below.

The movement of the device 100 is measured in terms of movement of anaxis (e.g., axis 106) linking the sensors 102, 104. Thus, in FIG. 1, themovement of the axis 106 with respect to the axis 108 can be used tocontrol and move a graphical icon, such as a person, or an entire imagedisplayed on the screen 122. Details of various motions of the deviceare described below.

Various motions of the motion sensing device 100 are visually fed backto a user by the movement of the graphical icon displayed on the screen122, or by the movement of the entire display shown on the screen 122.Movement of the icon or the entire display copies the motions of themotion sensing device 100. Thus, roll, pitch, yaw, horizontaltranslation, and vertical translation motions are combined and processedto produce a resultant movement of the icon or the entire display on thescreen 122.

A block diagram of a motion sensing device 200 according to anembodiment of the present invention is shown in FIG. 2. The motionsensing device 200 comprises a main processor 202 and at least first andsecond sensors 220, which are operatively configured to provide positioninformation of at least first and second positions, such as 112, 114 onthe motion sensing device 100 of FIG. 1. The position informationprovided by the sensors 220 should be sufficiently accurate todistinguish the first position (e.g., position 112) from the secondposition (e.g., position 114), such that the provided positioninformation of the first position with respect to the second positionprovides enough information to the processor 202 to determine roll,pitch, yaw, horizontal and vertical translation motions of the motionsensing device.

The main processor 202 receives the position information of the firstand second positions. The main processor 202 includes a motion converter230 that processes the position information to determine angle anddistance of the roll, pitch, yaw, horizontal and vertical translationmotions. The processor 202 also includes a movement converter 232 whichconverts these motions into an amount of icon or display movement on themain screen. The main processor 202 interfaces with external devices(e.g., a computer 120 shown in FIG. 1) through a transceiver 208 and anantenna 210. Thus, the amount of icon or display movement is transmittedto an external device through the transceiver 208. The transceiver 208also receives commands and messages from the external device.

FIGS. 3, 5, 7, 9, and 11 illustrate various motions sensed by a motionsensing device in accordance with an embodiment of the presentinvention. In the illustrated embodiment of FIG. 3, the motion sensingdevice 300 is shown in a configuration in which a device axis 306 (i.e.,the axis that connects the two sensors 310, 312) makes a “roll” motion302 with respect to the visual axis 308 (i.e., the axis that is comingout of the person's nose or eyes). Therefore, the “roll” motion 302 isdefined in this specification as a counter-clockwise angular movement ofthe axis 306 linking the sensors 310 and 312 with respect to the visualaxis 308.

As will be describe further below, the axis 306 can be calculated byprecisely computing the positions of the sensors 310, 312 and taking thedifference between the positions. By successively taking the differencesas the sensors 310, 312 move, the angular movement of the axis 306 withrespect to the visual axis 308 can be calculated.

FIG. 4A illustrates movement of a player's head 400 on a screen inresponse to the roll motion of the motion sensing device according to anembodiment of the present invention. Thus, when the player makes a rollmotion 302 as shown in FIG. 3, the player's head 400 in FIG. 4A movesbetween directions B and D through direction C. In other embodiments,the roll motion of the motion sensing device can produce movement ofdifferent parts of the player or movement of icon other than the player,such as a directional arrow or cursor.

In further embodiments, FIG. 4B through FIG. 4D illustrate movement ofan entire display in response to the roll motion of the motion sensingdevice. For example, visual display of FIG. 4B corresponds to playervision in direction B, visual display of FIG. 4C corresponds to playervision in direction C, and visual display of FIG. 4D corresponds toplayer vision in direction D.

FIG. 5 and FIGS. 6A through 6D illustrate visual displays for a “pitch”motion that correspond to FIG. 3 and FIGS. 4A through 4D for the rollmotion. Thus, in FIG. 5, the player's visual axis 500 makes a pitchmotion 502, and the player's head 600 in FIG. 6A moves up and downbetween directions B and D through direction C. Visual displays in FIGS.6B through 6D show objects in different pitch angles, or elevations,corresponding to directions B through D in FIG. 6A.

FIG. 7 and FIGS. 8A through 8D illustrate visual displays for a “yaw”motion that correspond to FIG. 3 and FIGS. 4A through 4D for the rollmotion. Thus, in FIG. 7, the player's visual axis 700 makes a yaw motion702, and the player's head 800 in FIG. 8A moves angularly sidewaysbetween directions B and D through direction C. Visual displays in FIGS.8B through 8D show objects in different yaw angles corresponding todirections B through D in FIG. 8A.

FIG. 9 and FIGS. 10A through 10D illustrate visual displays for ahorizontal translation motion that correspond to FIG. 3 and FIGS. 4Athrough 4D for the roll motion. FIGS. 10E and 10F illustrate furthermovements with the horizontal translation plane. Thus, in FIG. 9, theplayer's visual axis 900 makes a horizontal translation motion 902 or904, and the player's head 1000 in FIG. 10A moves forward and backwardbetween directions B and D through direction C, or move laterallysideways between directions E and F through direction C. Visual displaysin FIGS. 10B through 10F show objects in different horizontal positionscorresponding to directions B through F in FIG. 10A.

FIG. 11 and FIGS. 12A through 12D illustrate visual displays for avertical translation motion that correspond to FIG. 3 and FIGS. 4Athrough 4D for the roll motion. Thus, in FIG. 11, the player's visualaxis 1100 makes a pitch motion 1102, and the player's head 1200 in FIG.12A vertically moves up and down between directions B and D throughdirection C. Visual displays in FIGS. 12B through 12D show objects indifferent vertical translation positions corresponding to directions Bthrough D in FIG. 12A.

FIGS. 13A through 13C illustrate different implementations of the motionsensing device in accordance with various embodiments. For example, FIG.13A illustrates the motion sensing device 1300 configured as a headsetworn on the player's head. FIG. 13B shows a similar configuration inwhich the sensors of the motion sensing device 1302 are in communicationwirelessly. FIG. 13C shows another configuration in which the motionsensing device 1304 is configured as a pair of visual-display glasses.

FIGS. 14A through 14D illustrate different placements of the motionsensing device within the player's body. Thus, depending on a particularplacement, the motion sensing device can be configured for differentgames or simulations. For example, FIG. 14A shows the motion sensingdevice 1400 worn around the waist area of the player. Thus, in thisconfiguration, the motion sensing device 1400 can be used in variousdancing games or other games that sense waist movement.

In one embodiment, the device 1400 can be attached to the body of theuser by a strap. In another embodiment, the device 1400 can be attachedto the body of the user by an attachment element such as hook-and-loopdevices.

The sensors of the device 1402 in FIG. 14B are worn around the wrists ofthe player. Thus, in this configuration, the device 1402 can be used ina tennis game. The sensors of the device 1404 in FIG. 14C are wornaround the ankles of the player. Thus, in this configuration, the device1404 can be used in a soccer game. The sensors of the device 1406 inFIG. 14D are configured as a combination of above-describedconfigurations. Thus, this configuration can be used for games orsimulations requiring motion inputs from multiple sources.

Various motions of the motion sensing device have been individuallydescribed above to illustrate the different possible movements of theplayer's visual axis. However, it should be understood that theprocessor 202, and in particular, the motion converter 230 processesthese motions in combination to provide a resultant movement to the iconor the entire-display for each instant in time. As described above, themovement converter 232 processes the resultant movement received fromthe motion converter 230 to generate motion parameters (e.g., a positionvector and an angle) to move the icon or the entire displaycorrespondingly. Further, it should be understood that the motionsensing device described above can be use to provide visual display ofuser's motions in a game or simulation.

All these are intended to be encompassed by the following claims.

1. A motion sensing device for providing visual display of motions to auser, comprising: at least first and second sensors operativelyconfigured to provide position information of at least first and secondpoints, respectively, on the motion sensing device, the positioninformation being sufficiently accurate to distinguish the first pointfrom the second point, such that the provided position information ofthe first point with respect to the position information of the secondpoint provides enough information to determine motions of the motionsensing device with respect to a visual axis of the user; a display; andan interface device coupled to said display and said at least first andsecond sensors, said interface device operating to transmit the motionsof the motion sensing device to said display.
 2. The motionsensing-device of claim 1, wherein said at least first and secondsensors are configured as a headset device.
 3. The motion sensing deviceof claim 1, wherein said interface device includes at least one wirelesstransceiver.
 4. The motion sensing device of claim 1, wherein saidinterface device includes a display driver.
 5. The motion sensing deviceof claim 1, wherein said interface device includes a computer.
 6. Themotion sensing device of claim 1, wherein said display includes acomputer monitor.
 7. The motion sensing device of claim 1, wherein themotions of the motion sensing device includes roll, pitch, and yawmotions.
 8. The motion sensing device of claim 1, wherein the motions ofthe motion sensing device includes vertical and horizontal translationmotions.
 9. A gaming device, comprising: at least first and secondsensors operatively configured to provide position information of atleast first and second points, respectively, the position informationbeing sufficiently accurate to distinguish the first point from thesecond point, such that the provided position information of the firstpoint with respect to the position information of the second pointprovides enough information to determine motions of a user; a display;and an interface device configured to couple said at least first andsecond sensors to the user so that the motions of the user can bevisually displayed on said display.
 10. The gaming device of claim 9,wherein said interface device includes a headset to be worn around theuser's head to sense the motions of the user's head.
 11. The gamingdevice of claim 9, wherein said interface device and said displayinclude a pair of glasses configured to sense the motions of the user'shead and display the motions on said pair of glasses.
 12. The gamingdevice of claim 9, wherein said interface device includes an attachmentdevice.
 13. The gaming device of claim 12, wherein said attachmentdevice is a waist strap.
 14. The gaming device of claim 12, wherein saidattachment device includes a wrist strap.
 15. The gaming device of claim12, wherein said attachment device includes an ankle hook-and-loopdevice.
 16. A gaming method, comprising: providing at least first andsecond sensors to compute position information of at least first andsecond points, respectively, the position information being sufficientlyaccurate to distinguish the first point from the second point, such thatthe computed position information of the first point with respect to theposition information of the second point provides enough information todetermine motions of a user; and coupling said at least first and secondsensors to the user so that the motions of the user can be visuallydisplayed.
 17. The gaming device of claim 16, wherein said couplingincludes attaching a headset, containing said first and second sensors,to be worn around the user's head to sense the motions of the user'shead.
 18. The gaming device of claim 16, wherein said coupling includeswearing a pair of glasses configured to sense the motions of the user'shead such that the motions of the user can be visually displayed on saidpair of glasses.
 19. The gaming device of claim 16, wherein saidcoupling includes strapping said first and second sensors to the user'swaist.
 20. The gaming device of claim 16, wherein said coupling includesstrapping said first and second sensors to the user's wrist.